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jesterkind

jesterkind

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jesterkind
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  • I hate spelling that damn status effect. Always gotta spellcheck it… Anyway, I think those two status effects aren't in a particularly great spot at the moment, after they were nerfed to be on a timer. I think that was completely unnecessary for Mangled and didn't address any of the problems Haemorrhage had and still has, so I'd like to propose something different. Mangled: Back to persistin
    16 comments 221 views last activity
  • The overall discussion about aura reading and aura blocking lately has me thinking about Sole Survivor, a perk often forgotten about in general, let alone as an aura blocking option. It currently isn't very appealing or useful, but I think I have an idea for how to safely change that. So, for those who don't remember because why would you, Sole Survivor currently has two effects. It gains token
    5 comments 151 views last activity
  • I know it's premature to really make this kind of post until the PTB feedback section is up, but the dev update has inspired me to really drill down on what's wrong with those sets of changes for Merchant, and the most constructive way to do that is to provide a workable, healthy alternative. So, we're operating within BHVR's intention here, in just alleviating her issues until a rework happens
    1 comments 51 views last activity
  • Now that the Licker Tongue isn't the worst addon in the game anymore, Nemesis only has two bad addons that need a change, rather than three. I have an idea for how to address both of them, to at least make them a bit more usable than they are now. Stars Field Manual: This addon currently makes zombies turn yellow for six seconds after striking a survivor, which is almost completely useless.
    0 comments 61 views last activity
  • Since we know it's in the upcoming PTB, I've been thinking about what changes Distortion could get that would make it still useful and strong while making it a little less of a sledgehammer levied at all aura reading builds. I think I've come up with something reasonable. There are two changes I have in mind. The first is just kind of an obvious one because it's weird the perk currently works th
    67 comments 901 views last activity
  • Hypothetically, if BHVR ascertained likeness rights to certain properties but all they could offer was a map, would that be worthwhile? If we assume for a moment that the map is reasonably balanced - a large assumption, I know, but if we don't make it the conversation fizzles out immediately - would you enjoy seeing familiar locations without killers and survivors attached? My example for what
    9 comments 161 views last activity
  • I made another post about Trapper a little while ago, but another thing's been on my mind recently so I may as well make another post about it. What if grabbing a survivor out of a trap, the spacebar interaction as opposed to the M1 interaction, reset the trap that they were caught in? I feel this change would add some genuine point to grabbing instead of attacking someone in a trap. If it'
    0 comments 11 views last activity
  • Trapper is widely considered a weak killer, and while I don't think he's necessarily as bad as some make him out to be, he's definitely one that could use a helping hand. There's a snag, though; Trapper needs to keep the basic structure of his power because he's the tutorial killer, so we can't overhaul him massively, and he also can't just be flat buffed in too large a way because he already per
    3 comments 41 views last activity
  • I'm not necessarily actually suggesting this myself, it's just something I've had on my mind for a while and I want to know what others might think. Having more dull totems spawn by default would be something that could benefit both sides, and by the same token, the benefits for one side could easily be seen as a detriment to the other. Both sides win, and both sides lose, hypothetically. Surv
    52 comments 522 views last activity
  • Deadline, in my opinion, is a perk that struggles a little to meet its potential, both from the perspective of game balance and from the perspective of thematic cohesion. With that in mind, I have an idea for how to rework it in a way that should hopefully be both more interesting and more useful. The basic idea is that the perk changes every time you're hooked, scaling like this: No hooks/sta
    11 comments 281 views last activity
  • I've been thinking about this for a while, and I think it would be an appropriate + healthy change to the game to have all slowdown perks deactivate permanently when a survivor is sacrificed or killed, from a handful of angles. The major three reasons are these, though: It would work as an incentive to not tunnel to a degree, because tunnelling just disables your slowdown perks when you finish.
    45 comments 382 views last activity
  • Like Small Game does. The perk already has a stacking effect based on how many totems you've cleansed, it'd be nice if you had a visual aid for how many you've taken care of. If you really want to buff it, making it so any totem cleanse - even ones done by teammates - count towards your stack counter would be a very welcome addition. Also, add the totems shown by Counterforce to Maps, please?
    2 comments 72 views last activity
  • Pharmacy, as a perk, has always historically struggled. Prior to 6.1.0, it was technically worth running because the Emergency Medkit was overpowered and therefore justified the time investment, but you could still just… bring a medkit yourself, while leaving a perk slot open for something else. Then they reworked it in 6.1.0, and… Prior to 6.7.0, Pharmacy was a little more awkward to use, b
    50 comments 872 views last activity
  • "Loop Zoning" is my term for the concept of a killer placing their power at a loop, and forcing survivors to run away or at least put themselves at serious risk of being hit. This is technically possible on a few killers, but the ones for whom it is generally regarded as a big problem are Knight, Artist, and Skull Merchant. The current PTB aims to fix that about Knight, but even if that goes liv
    8 comments 82 views last activity
  • There are a lot of things people like to say about Skull Merchant, and maddeningly, quite a lot of what's said is factually wrong, and even some of the stuff that isn't can be kind of misleading or misrepresented. This post isn't necessarily geared towards convincing you to like Skull Merchant, or even to stop hating her, but rather to try and make it so the discourse surrounding her is at least
    78 comments 1,673 views last activity
  • Or at least, a partial one, it wouldn't be exactly the same. So, I'd like to see some version of Chaos Shuffle stick around because it's a lot of fun. What I'd suggest is to keep the idea of loading in with random perks on a per-slot basis. Specifically, bound to the front of your perks list, you'd have the option to just pick "Random". That perk slot will be randomised through every perk, no
    0 comments 21 views last activity
  • I'll get right into it. Here's what I'm thinking: When zombies attack a survivor, they lunge forward, giving the attack more effective range and a little extra speed. But, in exchange: Zombie missed attack animation is longer. Survivors can initiate an interaction to knock the zombie to the ground and kill it during the whiff period (possibly using the head-stomp animation from 4 and 5).
    4 comments 71 views last activity
  • It's no secret that Spine Chill is weak, so I won't explain why I think this change is necessary, I'll just skip straight to what I think that change should be. In the course of thinking about how to make Spine Chill a little more impactful, I started thinking about what it is this perk actually does; what purpose, if any, would you bring Spine Chill for? At that point, I realised, you'd bring
    0 comments 22 views last activity
  • I've seen a fair amount of discussion around the forums lately about whether or not survivors weaponising DS is a problem, or how to fix the problem of survivors weaponising DS, and rather than toss a response out into the sea of answers in a thread that isn't really about what I have to say anyway, I figured I'd make my own post. My problem with these threads is that the central claim is rarely
    Mod
    159 comments 4,405 views last activity
  • While I wouldn't go so far as to call DMS overpowered or too strong on its own, I do think the perk is unhealthy in a very specific way: It's a time bomb just waiting for a synergy that makes it obnoxious as hell to face. In the past (and currently, for some reason) it's been Pain Resonance, as well as Ultimate Weapon and synergy on the Doctor specifically, among others. The throughline between
    14 comments 262 views last activity
  • It's probably not controversial to say that the Map item is somewhat neglected, especially in comparison to the genuinely powerful items like medkits and toolboxes. There are a few reasons for this, but I think the main one is that the two maps between them both don't do enough, and do things they don't have any real reason to. So, for reference, this is what the maps currently do: Map: Gre
    0 comments 71 views last activity
  • Ever since the anti 3-gen change, there is exactly one perk that is suffering unfairly. For almost every perk that revolves around kicking or damaging generators, eight uses per generator is perfectly fair, but the problem with Eruption is that it doesn't get eight uses per generator- it gets four. To arm Eruption on a generator, you need to kick it, using up one regression event for a ba
    24 comments 321 views last activity
  • As ever, Adriana is a hot topic on the forum lately, and I figured I'd throw my hat into the ring talking about what I think her problems actually are, and how I'd go about addressing them. There are a number of things in this post that I want to address, but most of them are relatively minor, and I'll be explaining why I think each change would be a good one as we go. 1: Hacking a drone shou
    90 comments 1,173 views last activity
  • I do really enjoy the new and updated stat spreads, they are super interesting, but one thing that leaps out to me is that "High MMR" isn't actually defined in any way. What percentage of players is being counted for those stats, how exclusive of a club is that? Obviously, knowing this won't change the general caveat of stats not painting the full picture, but it would be a little more illumin
    3 comments 121 views last activity
  • Whenever a thread about tunnelling comes up, usually from the perspective of acknowledging it as a problem and attempting to come up with a fix, there's a particular rhetorical trick that some people will use. I have some issues with this trick, and I'd like to lay out why I think it's misleading and unhelpful. The trick is the following: Someone will liken tunnelling a survivor out to genrushin
    96 comments 1,624 views last activity
  • I keep seeing this comparison around, and it's absolutely baffling to me because it's so obviously not true. Even assuming the things people say about GE + DMS are true (more on that at the bottom of the post), that combo is nowhere near as awful for the game as old Eruption was. For comparison here... Eruption: Blocked you from performing all major actions except unhooking, with the Incap
    38 comments 1,581 views last activity
  • Recently I've seen some lively debate (sincerely, I wouldn't call this 'discourse' per se) about whether or not STBFL is a good or bad perk to run on the Demogorgon. While I could talk about my direct answer to that question, I'd rather talk about something interesting I've noticed regarding the way this conversation tends to go from the camp that argue it's a bad perk. So, let's start with t
    9 comments 381 views last activity
  • A little while ago, I posted a thread about how I felt most survivor perks were decent and viable, to push back against the idea that almost all survivor perks are entirely trash. As expected (and welcomed!), the thread generated some discussion and a fair amount of pushback from people who disagreed with me. Between that, and keeping up to date on threads about or mentioning similar concepts, I'
    10 comments 171 views last activity
  • Not much, just a little. It is beyond tilting to have a trap set up at a pallet, successfully chase a survivor into that trap, and for that survivor to be able to walk around it because you were a few pixels off the right positioning, while you yourself have to completely avoid that trap due to the killer's larger hitbox. I don't think traps should be super big, of course, but at least big eno
    0 comments 41 views last activity
  • (In my opinion, of course!) So, we'll start with getting the pure balance changes out of the way, and then we'll move on to a few other elements I think will push MFT into a much healthier niche than it currently occupies: Remove the Endurance. I think it's relatively uncontroversial to say that, even though it comes into play less frequently, Made For This having the Endurance effect as a s
    29 comments 371 views last activity
  • ...Or, if not good, certainly decent and viable. There's a take I see floating around every now and again, that the only reason the survivor meta is the way it is (whether that's in response to someone talking about it being stale/boring or someone talking about why perks like Windows are run despite only being kinda decent-ish) can be fully summed up as "90% of survivor perks are trash". I s
    33 comments 682 views last activity
  • I don't think I need to go into a ton of detail regarding why exactly the current Blindness status effect is a little bit lacklustre, to put it mildly. It rarely does anything of note, and when it does do something, it's very frequently preying on a team of solos having no way to communicate with one another. I would like to address this with a hypothetical change, both in terms of making the s
    2 comments 51 views last activity
  • It's no secret that keys aren't particularly useful overall, barring the use of one or two very specific addons or a dedicated hatch build, so I'd like to pitch some ideas that I think would give them more of a consistently useful niche that might attract more players to use them. I'll also give my reasoning behind the changes afterwards, to better shed some light on my thought process. Without
    4 comments 62 views last activity
  • ...At least, not entirely. Attention-grabbing thread title aside, they do deserve some moderate criticism for having some kinda lacklustre canned responses for a lot of questions they're asked, but the issue lays at least partly with the community for not exactly doing anything to mitigate that situation whatsoever. While thinking about the most recent QnAs and their rather lukewarm response fro
    20 comments 302 views last activity
  • This is not another thread complaining about the Xenomorph being overpowered, I promise. What it is about is some quality of life surrounding the placement of the flame turrets. I've only gotten to play against Xeno since that chapter dropped, and honestly, I really dig everything about this killer's overall design, and I love playing with the turrets... when I'm allowed to actually put one
    2 comments 21 views last activity
  • There are two perks in the game currently that I'd like to use as an example to contrast Resilience to here, and I'm curious what other people think. The two perks are Iron Will and Made For This; now, setting aside what you think about how strong those two perks are, they both have the same balancing condition applied to them. Neither of them work while the user is Exhausted, but also don't th
    54 comments 1,752 views last activity
  • I've made this argument a few times across different threads over my time on the forums, but I realised I never consolidated it into its own post, so I figured why not kill some time by doing just that! There's a certain mindset I've seen a few times now, revolving around this idea that BHVR are simply refusing to acknowledge the clear solution to the solo queue problem; they need to acknowledge
    0 comments 21 views last activity
  • We know from the Reddit AMA a little while back that Trapper has some small changes coming alongside the Naughty Bear skin, albeit nothing huge as they don't want to make big fundamental changes to his kit. There's a lot of things this could be, but there's two that I'm especially crossing my fingers for: Adjusting the trap spawn logic. Nothing too crazy, but it'd be really nice if Trapper's
    6 comments 71 views last activity
  • Now, it's entirely possible that I'm simply not enough of a big-brain Trapper main and as such my IQ is simply too low to appreciate it, but I do play a reasonable amount of Trapper and I struggle to feel as though this addon is actually doing anything for me. I've been running it across a few games, in different builds with different intents, and it seems impossible to actually rely on or plan
    7 comments 182 views last activity
  • No, this isn't a troll post. It's no secret that Skull Merchant is a pretty disliked character overall, but the specific flavours of comments that you see about her around here tend to vary in severity and accuracy. For some, she has a clear flaw in her 3-gen strategy being overwhelmingly awful for the game and other than that she's just too weak to do anything else; I don't have an issue with t
    118 comments 2,425 views last activity
  • ...Or, at least, trying to. It's a difficult task, but I think I've come up with some decent first steps to massively lower her 3-gen potential while bolstering the other strategies she already has. Though, as a disclaimer, this rework was thought up under the assumption that 3-genning itself is going to be looked at separately. That I don't know how to fix, but it's clearly a problem on more
    12 comments 161 views last activity
  • A relatively popular opinion on the forums and elsewhere is that Bloodlust is a mechanic that either should be removed right now, or only exists as a bandaid to bad map design and should therefore be removed as soon as maps are fixed. I disagree with both of those takes, and I thought I'd spend the time to write up a probably-too-long post explaining how I personally view Bloodlust and the value
    42 comments 663 views last activity
  • For those who can't be bothered to go look it up (because nobody uses this), the Iridescent Umbrella Badge is the addon that inflicts Exposed on survivors who use a vaccine, for 60 seconds. Now, that buffed timer does make this addon not entirely useless, but I personally still feel it's awkward and doesn't fit with the flow of how a match as Nemesis actually progresses. By and large, survivors
    5 comments 61 views last activity
  • Whatever else ends up happening with Skull Merchant and with the wider 3-gen issue, I'm of the opinion that her claw trap batteries should be considerably longer. Now that they're used as a way of disabling the drones for a period, survivors should want them to be lengthy enough to get some generator progress done before the drones go back up, and now that they apply direct buffs to the Skull Mer
    4 comments 61 views last activity
  • Playing around with the Twisted Masquerade's mechanics as Killer has further cemented an opinion of mine regarding the Knight: He should be able to send his guards out to perform the break action without needing to go into the patrol-drawing mode. Expend the guard to do it, maybe incur a slightly longer cooldown if it needs balancing, but let him be more mobile by giving him a separate button pro
    3 comments 71 views last activity
  • Like many others, I really enjoyed doing the random perks challenges in the event tome, and I want to throw my voice into the crowd to support bringing this to the game year-round! Here's how I think it could work: For each perk slot, you can choose to equip a Random perk marked with a question mark and bound to always be the first perk in your inventory, and for each slot that is occupied by
    8 comments 101 views last activity
  • ...Tell me why! I see this sentiment a lot and would like to better understand the mindset behind it, so I'd like to hear about it. There's just one caveat/rule to explanations: DON'T mention 3-gens. Those exist as a problem outside of Skull Merchant and their fix would require changes outside of just her too, so they can't be used to explain why her design is fundamentally unworkable. They may
    29 comments 661 views last activity
  • ...Any chance we can get Trapper's bear traps removed from the list of killer belongings revealed by the Red Twine Map addon? I'd argue the logic behind removing the bright light interactions would still apply here. It's an item you can bring in that has a massive effect on a killer's power, to the degree of allowing that power to be almost entirely disabled with only a little bit of effort.
    1 comments 31 views last activity
  • While I am interested in talking about perks and their relative viability, I want to talk a little bit (or... a lot) about the purpose and theory behind slowdown in this game first, so indulge me. Non-generator perks and killer-specific slowdown is something that I'll address towards the bottom of this post, after I've gone through every generator-specific perk and after I've laid the groundwork
    22 comments 681 views last activity
  • I don't think it's controversial to say that Hangman's Trick isn't a particularly popular or useful perk. Certainly it doesn't do nothing, but what it does is inconsistent and lacking in punch, leading to it not being picked all that often - at least to my knowledge. With that in mind, I'd like to pitch pivoting this perk to a completely different niche, and have it be a good support perk for
    3 comments 61 views last activity
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